D&D 5e: Maya d’Lyrandar

As mentioned in a previous post, my monthly gaming group has started a campaign in the D&D setting Eberron.

Maya Zandos d’Lyrandar
Bard Class (airship captain extraordinaire!)

D&D Maya mini 2

Maya’s mini, painted by our other GM (who also painted Tess), and her dragonmark-themed dice.*

Maya is the daughter of Admiral Valanthe d’Lyrandar and heir to the dragonmarked House Lyrandar. Despite her early years and training in Stormhome, she calls the Lhazaar Principalities her home: Admiral Valanthe established a significant Lyrandar enclave in the pirate confederation due to the growing tension between herself and her twin, the House Baron Esravash.

She is captain of the airship Falling Skies, which was taken during the Last War. Maya was promoted from Midshipman Zandos to Captain Zandos a decade before her time by seizing, as she calls it, an opportunity. Airships are powered by bound elementals and when a ship is taken as a prize in battle and the crew subdued, the new presumptive captain must obtain the cooperation of the elemental in order to take control of the ship. Standard procedure allows the first lieutenant priority, and thus win a promotion and his first ship. But the elemental of Falling Skies wouldn’t talk to the first lieutenant, nor to the second lieutenant. As the captain and lieutenants discussed what to do next — they were considering towing the ship back to the closest Lyrandar enclave to let other high ranking lieutenants have a go — one of the midshipmen slipped over to the dragonshard at the helm, placed her hand on it, and asked the elemental its name. ‘Aeris,’ it answered with surprise. ‘Excellent,’ said the midshipman, ‘My name is Maya. What was your last captain like?’ Before the officers could intervene, Maya had established a rapport with the elemental and it would talk to no other. While some in the House were disgruntled at this turn of events, others noted the daring that is admired in House Lyrandar leaders.

One of Maya’s philosophies is: Good things come to those who seize opportunities.

Eberron - Rinmaru Mega Fantasy - Maya 3bAfter the cataclysm of the Mourning ended the War, Maya transported cargo and engaged in privateering — seizing opportunities — as well as attending society functions whenever she was in port. For both her status and her winning personality, Maya always gets invited to the best parties. It was at these parties that Maya came to know Lady Ceana d’Cannith, heir to House Cannith; Claire Loreden, the famous fencer-at-law; and Jett Keshi, an enigmatic Brelander spy. These four, along with Maya’s ship engineer, Jerrick Torrn of House Tharashk, and the gnomes Gnor and Rong, agreed to open their own inquisitive firm in Sharn. After a mishap with the Prime Minister’s cousin, however, they relocated to Stormreach in Xen’drik and took the name Skyfall Inquiries, Ltd.

Another of her philosophies is:  It’s easier to ask for forgiveness than it is to get permission.**

mehndi dragonmark

Her mark looks like blue mehndi.

The dragonmarked House Lyrandar bears the Mark of Storm and Maya’s dragonmark covers the right side of her face, neck, and the entirety of her right arm. With this mark she can fly or pilot an airship or elemental galleon, and (through further training?) some weather working abilities. The Eberron setting was created for the earlier editions of D&D, but hasn’t been released for 5e, the system we are using. Thus, we are translating the Eberron setting into the new system, which means we’re still figuring out how the dragonmarks function practically. I plan to focus on weather-related spells when leveling up.

Eberron partyFor this campaign, our group held a pre-session party-making party to introduce our characters to each other and establish how they know each other and came to be working together for Skyfall Inquiries. We used the Fate Core system to create the character connections: using index cards, we wrote our characters’ names, tag lines, and the beginning of our characters’ first post-war adventure. Then we passed the cards around and added how our characters had supporting roles in those adventures. In this way we determined how Jerrick became engineer on Maya’s ship; that Maya, Jett, Ceana, and Claire frequented many of the same dinner parties; how Claire and Jerrick came to be mixed up with Gnor the Gnome (and his psychic friend, Rong); and so on. Then the GM led us in a pure role-playing session (no dice or character sheets) that served as the prologue to our first session.

These activities, combined with the group email in which we tossed the incident with the Prime Minister’s cousin back and forth round-robin style and the emails I’ve exchanged with the GM establishing the changes to House Lyrandar, have resulted in me as a player feeling more confident about both this new setting and my character. I’m also proud that I successfully built my character sheet on my own and needed only minor corrections. Needless to say, I’m excited to play my super charismatic half-elf bard airship captain who has a weakness for exotic jewelry, especially if it already belongs to someone else…


* Isn’t she marvellous? She even has a dragonmark. He also replaced the gun in her right hand with a sword. All of the minis he’s painted for this campaign are fantastic.

** I love that this quote is attributed to Rear Admiral Grace Hopper. Female admirals FTW.

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